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Hardcover: 9781584502890, Hardcover with CD edition (Charles River Media, December 1, 2003), cover price $69.95
Ai Game Programming Wisdom 2
Presents articles by artificial intelligence programmers that discuss techniques, concepts, architectures, and philosophies of AI game programming.
- Programming Game AI By Example
- Game Programming Gems 7
- AI Game Programming Wisdom 4
- Ai Game Programming Wisdom
- Ai Game Programming Wisdom 3
Product Description: Cutting-Edge Game AI from Industry Experts!
AI Game Programming Wisdom 2, the second volume in this cutting-edge series, is packed with all new tricks, techniques, algorithms, architectures, and philosophiesâall written by industry experts! The wealth of knowledge and expertise in this volume is sure to surpass your expectations. As with the first volume, this book is designed to provide practical advice for building state-of-the-art game AI for commercial games; however, it also strives to help you look forward to leading-edge techniques that will be critical in future explorations.
AI Game Programming Wisdom 2 provides advances, discoveries, and triumphs that will influence and drive game AI for the next decade. The breadth of experience and diverse backgrounds of the authors make this a truly global, cross-sectional resource for game AI. The book is divided into twelve comprehensive sections, including an all new speech recognition and dialogue section. There is also coverage of a wider variety of game genres and a cumulative index is included for easy cross referencing between volumes.
This new volume alone is an indispensable tool, but together with volume 1, these books form a remarkable collection that no game AI programmer should be without! SECTIONS:
* General Wisdom
* Pathfinding and Movement
* Group Movement, Tactics, and Planning
* AI Animation Control
* State Machines
* Architecture
* FPS, RTS, and Strategy AI
* Racing and Sports AI
* Scripting
* Learning
* Genetic Algorithms and Neural Networks
* Speech Recognition and Dialogue
On the CD-ROM (WINDOWS):
Includes source code and demos to augment the articles, as well as tutorials, Web resources, complementary articles, and color images. SYSTEM REQUIREMENTS: Intel Pentium-series, AMD Athlon or newer processor recom-mended. Windows 98 or higher required, 3D graphics card recommended for optimal performance, and DirectX 9 or higher. Code and demos were tested on a Pentium 4 2.5 GHz (1GB) machine with a GeForce 3 graphics card, WinXP with DirectX 9, and Microsoft Visual C++ 6.0.
CONTRIBUTORS
Greg Alt
Mat Buckland
Phil Carlisle
Alex J. Champandard
Emmanuel Chiva
Alex Darby
Julien Devade
Mike Dickheiser
Kevin Dill
Jean-Yves Donnart
Penny Drennan
Eric Dybsand
Euan Forrester
James Freeman-Hargis
Dan Fu
Benjamin Geisler
Mario Grimani
Sebastian Grinke
Harri Hakonen
Chris Hargrove
Alexander Herz
Ryan Houlette
Geraint Johnson
Soren Johnson
Timo Kaukoranta
Tom Kent
Sandeep Kharkar
Kristin King
Neil Kirby
Brett Laming
François Dominic Laramée
Lars Lidén
John Manslow
Stéphane Maruéjouls
James Matthews
Alex McLean
Syrus Mesdaghi
Jeff Orkin
Nick Porcino
Steve Rabin
Michael Ramsey
Christopher Reed
John Reynolds
Gilberto Rosado
Shawn Shoemaker
Jouni Smed
P.J. Snavely
Alex Sramek
Penny Sweetser
Dale Thomas
Paul Tozour
William van der Sterren
Neil Wallace
Terry Wellmann
Steven Woodcock
Eric Yiskis
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